Scale your game team
With production-ready specialists

Embedded teams + individual specialists for game studios scaling on tight milestones. Delivering production-ready talent into your team in under two weeks

2 Weeks
Brief to Embedded Team
25+
Years Shipping Games
100+
Titles Shipped on PC · Console · Mobile · Handheld
250+
Vetted Game-Dev Specialists

Some of the names we've shipped for

Ready to scale your team? Let's talk

Book a Strategy Session

Who is

We've been making mobile hits for 25 years. We have five active titles in development right now (Lemmings, Angry Birds Transformers & more) and the lessons from those projects feed directly into how we resource yours

2000
Founded as a game studio

Not a recruiter, not an outsourcer. A studio that ships.

05
Active titles in development

Lessons from our own teams inform every Boost engagement.

UK.MT
UK & Malta studios

Two European hubs. Your hours, your pipeline, your schedule. Serving timezones across Europe, UK and Ireland

This is not traditional outsourcing

Here's the difference, dimension by dimension

Traditional Outsourcing
WITH
Control
Your team. Your call. Every day.
Client briefs, vendor delivers behind a wall
Client manages directly, day-to-day
Communication
Talk like teammates, not via status reports
Handoffs, status reports, weekly check-ins
Same channels, same meetings, same culture
Tools & Pipeline
Plug into your stack. No migration tax, no vendor lock-in
Vendor uses their own engine and tools
Your tools, your engine. No migration tax
Flexibility
Scale, rotate, or cut. 30 days notice, no drama
Scope changes need contract renegotiation
Scale, rotate, or cut. 30 days notice, no drama
Knowledge
Your code, your IP, your know-how. Stays put
Stays with the vendor when the contract ends
Stays with your project, your codebase, your team

Why studios are coming to us

If any of these sound like your last six months, let's talk

The recruitment treadmill is broken

Traditional hiring takes 3-6 months. Your milestone is in 8 weeks. The window closes before the role gets filled

Resource demand is unpredictable

20 people for crunch, 8 after ship. Permanent headcount cannot flex, but your delivery still has to

Specialist talent is scarce

Netcode engineers. Tech artists. Console-cert leads. The talent you need most, the open market can't deliver

We go from brief to embedded
in 2 weeks not months

From the first call to your first standup, here's exactly what happens.

Day 1

Brief

30-min call. Roles, skills, timing. Same-day shortlist plan

Day 2-4

Match

Shortlist from 500+ vetted specialists. CVs and reels within 72 hours

Day 5-8

Interview

You interview. We handle scheduling, assessments, and references

Day 9-14

Onboard

Your tools and pipelines: or pre-configured hardware and engines, ready to go

Week 3+

Deliver

Embedded and shipping with your roadmap. Scale or rotate as you go

Typical range, not a guarantee. Some specialist roles (technical art, console-cert leads, senior netcode) take longer to match. We'll tell you on Day 1 what's realistic for your specific brief.

Two weeks from this conversation, you could have an embedded engineer in your standup.

Book a strategy session →

Not a recruiter. Not an outsourcer. A studio that ships

We've been making games for 25 years. Lemmings, Angry Birds Transformers and more, are in active development right now, and the lessons from those projects feed directly into how we resource yours

Individual Specialists
Place experienced specialists directly into your team. They work under your leads, in your tools, on your pipeline
  • Engineers, artists, designers, QA, production
  • Reports to your lead, works your hours
  • Onboarded to your tools in days
  • Scale from 1 to 20+ as needed
Dedicated Pods
A self-contained team with its own lead, owning a feature, system, or platform port within your project
  • Pod lead + multi-discipline team
  • Owns a feature, system, or workstream
  • Aligned to your milestones and quality bar
  • T&M or hybrid milestone structures

Every craft we hire for, we've shipped with

Every discipline you need to build, ship, and maintain world-class games

Engineering

Gameplay, engine, tools, multiplayer, mobile, console. Specialists in netcode, gameplay systems, and console-cert across PS5, Xbox Series, and Switch

Art & Animation

Characters, environments, VFX, UI art, concept, motion capture. Fluent in Maya, ZBrush, and Substance with gameplay rig experience

Design

Game design, level design, systems design, economy, UX. Senior designers from shipped F2P live-ops titles with cert experience

QA & Testing

Functional, regression, compliance, certification, automation. Compliance leads with TRC/TCR cert experience across PS5, Xbox, and Switch

Production

Producers, project managers, scrum masters. Scrum-certified PMs fluent in Jira and Hansoft with multi-platform launch experience

DevOps & Live

Build engineering, CI/CD, server ops, live-ops support. Build engineers running Perforce + Unreal 5 pipelines and SREs managing large-scale game backends

The lessons from our own titles are the same ones we bring to your team

We're not a recruiter or an agency. We're a studio that ships: and we resource your project the same way we resource ours

25+ years shipping games

Our people have shipped 100+ titles for the world's biggest publishers across console, mobile, and PC

Production-ready in under 2 weeks

Brief to embedded team in under two weeks. Onboarded to your stack, in your standups, shipping with your roadmap

You don't have to explain games to us

Certification, live-ops, milestone culture, engine pipelines: our people have already shipped with all of it

Scale or cancel with 30 days' notice

No long lock-ins. Project changes? Adjust the team in a single conversation

One rate. No hidden costs.

No recruitment fees, no agency markup, no buy-out clauses. All employment costs sit with Exient

UK & Malta: your hours, your pipeline

Two European studios. Same timezone, same working culture, no offshore handoff delays

Three ways to engage

No recruitment fees. No agency markup. No surprises.

WAY 01

Individual Specialist

TEAM
1-5 people
MODEL
T&M

Plugs into your team, reports to your lead. Scale up as you need

WAY 02

Small Pod

TEAM
3-8 people
MODEL
T&M

Self-contained mini-team with its own lead, owning a feature or system

WAY 03

Large Pod

TEAM
8-20 people
MODEL
T&M / Hybrid

Full-stack pod owning a workstream, platform port, or feature area

No recruitment fees or agency markups

No 25% finder's fees, no agency markups, no buy-out clauses

Scale or cancel with 30 days' notice

No long lock-ins. Project changes? Adjust the team in a single conversation

All employment costs handled by Exient

All employment, payroll, tax, and statutory costs sit with Exient. You pay one rate

Meet the team behind Boost

Senior leaders from game studios, technology and production - with the experience to resource your project right.

Julian Jones

Julian Jones

CEO

Thirty years at the sharp end of creative technology, in senior roles at some of the industry's most recognised studios and publishers. He has shaped commercial strategy around globally iconic franchises and seen first-hand what it takes to resource, ship, and scale teams across mobile, console, and PC. Julian built Exient Boost on the same instincts that have kept Exient shipping for over two decades.

Christa Agius

Christa Agius

COO

Christa leads all development and live operations at Exient, directing multidisciplinary teams across product, production, code, art, design, analytics, and QA. Her background in iGaming product management gives her a sharp, data-led read on player behaviour and delivery standards. She is the operational backbone behind five active titles, and the reason Boost engagements are resourced the way a real studio would resource them.

Steve Cassar Laudi

Steve Cassar Laudi

Senior Data Analyst & Engineer

Steve designs and deploys the data systems that tell you what your game is actually doing. He builds pipelines, automates reporting, and models the KPIs that product and commercial teams rely on: retention, monetisation, player behaviour, and revenue. If your analytics infrastructure is holding back your decisions, this is the profile you embed.

DDP

Diego De Palacio

Head of Code

24 years of software engineering, 16 of them in games. Diego leads Exient's engineering team with direct hands-on involvement: he writes code alongside his developers and knows exactly where complexity hides in a production codebase. His depth spans Unity architecture, multiplayer systems, AI, performance, and cross-platform delivery across mobile, console, PC, and arcade.

Jessica Zammit

Jessica Zammit

Lead Designer

Nearly eight years designing and shipping games across mobile and PC, with deep experience in gameplay, level design, systems design, and UX. Jessica works at the intersection of player experience and product goals, and leads design teams that stay coordinated with engineering and art throughout the full development cycle. She brings the design rigour of a lead without the overhead.

SM

Silvio Micallef

Senior Artist

Close to a decade at Exient across radically different titles, visual styles, and production briefs. Silvio covers the full 2D craft stack: concept, UI, asset production, and motion graphics, and has the range to match the look and feel of whatever project he joins. He is a reliable senior presence in any art team, and the kind of hire that makes production move faster.

Book your Game Delivery
Strategy Session

Tell us what you need. We'll come back within one business day to schedule a 30-minute call.

By the end of the call you'll walk away with

  • A tailored team structure for your specific brief
  • A realistic deployment timeline with day-by-day ranges
  • Indicative pricing across the engagement options that fit
  • Direct intros to the leads who'd run your engagement